tag:blogger.com,1999:blog-7799357743004909192.post2514500151251767764..comments2024-01-04T23:48:09.384-05:00Comments on Pawnderings on Games: Real tactics vs. game tacticsSeth Owenhttp://www.blogger.com/profile/12206653100499935990noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-7799357743004909192.post-3743661235542200682009-05-28T11:46:52.925-04:002009-05-28T11:46:52.925-04:00I agree Seth, but the challenge from a design pers...I agree Seth, but the challenge from a design perspective is to make a design that is realistic and yet fun. Realistic battles may not be fun. God knows the real battles were not fun. So, many games put in mechanics that make things happen that SEEM realistic to a player, even though they may not be necessary for an accurate portrayal or make sense at the scale of the game. The rolling of defense dice in Tide of Iron may be an example of this. Certainly, an attack dice only version could have been used where the defense factor is fixed. But it is fun to thwart your opponents attack by a good defense die roll and it perhaps also gives the impression of a shell penetrating armor, which I'd argue is one of the aesthetics looked for by tactical wargamers -- at least those who are not pure grognards perhaps.Spinozahttps://www.blogger.com/profile/18435059857767122781noreply@blogger.com